Procedural generation of town environment using Unity

OData support
Supervisor:
Dr. Umenhoffer Tamás
Department of Control Engineering and Information Technology

During game development the making of virtual environments (or levels) is a long and time consuming process, that is usually made by level designers professionals. Though in some cases there is no need for such a person to design the levels, it is enough to define several rules, from which the environments are automatically built. This is called procedural generation. The advantage of this method is that we get a different environment with every execution of the program, which increases replayability and user experience.

Most games that use this method are done in a 2D environment. The goal of this thesis is to explore the possibilities of procedurally generating 3D environments, as that is a relatively new field in this topic.

To achieve this goal, we chose to generate a town environment. The process involved finding and making algorithms for building road networks and placing buildings around them. To make the town more lively, there should be non-player controlled characters as well.

On top of all of this, there are parameters that can change the size of the generated environment and the depth of the road network, which adds even more ways to create different towns with this method of level generation.

Downloads

Please sign in to download the files of this thesis.